Stellaris

Stellaris

Kurosections Expanded
Gage  [developer] 24 Sep, 2022 @ 6:01am
KSE General Discussion.
Welcome to the new KSE General Discussion. Feel free to give me feedback.

Please don't post things like "I don't like it" or such without giving any reason why. I'm fine with critcal posts as long as they are productive.

Don't insult others because they have a different opinion.

Looking foward to your posts.
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Showing 1-12 of 12 comments
ryan.fraser2535 22 Jul, 2024 @ 2:40pm 
Hi, absolutely love the mod, do have one question. Is it possible to remove the kse weapons such as reaper Q.E.P.P etc, as they are a bit game breaking for me not to mention the a.i. Won’t stop using them
Last edited by ryan.fraser2535; 22 Jul, 2024 @ 2:42pm
Gage  [developer] 22 Jul, 2024 @ 2:53pm 
@ryan.fraser2535

First of all thnks for your kind words.

PRELIMINARY REMARKS

- Make a copy of the file you want to edit and save it somewhere.
- Do the same after you edited the file.

REASON:
The changes will be reverted every time KSE updates Steam will replace it. You will need to replace the file after the update.

Recommendation:

Make a small mod that replaces the original file with the one you edited. This will make the changes persistent.



Yes it is possible. Do the following:

- Open the following file in the KSE mod directory:

common/component_templates

- Comment out all lines that contain the 3 types of Reaper guns with a leading #

- Save the file.

IMPORTANT:

Use Notepad++ or Visual Studio Code (VSC) to edit the files. Don't use any other editor.


Notepad++ will do the job. Imstall VSC if you want to dig deeper into modding.

Notepad++ download link:

https://notepad-plus-plus.org/

VSC download link:

https://code.visualstudio.com/download
Last edited by Gage; 23 Jul, 2024 @ 6:58am
ryan.fraser2535 24 Jul, 2024 @ 7:44am 
Thank you for help, will give this a bash. I’m entirely new to this sort of thing so wish me luck.
Gage  [developer] 24 Jul, 2024 @ 1:23pm 
Let me know if you run into problems or have a question.

My Discord ID is: gage5665
would love a mod like this but like, with organic infused ships and stations (like the ones the flood from halo has)
Gage  [developer] 23 Feb @ 12:14pm 
Unfortunately this is not in the focus of KSE. There is a modder out there who has a ship set inluding organic ships who can expand the set in the way like Kurogane is expanded by KSE.
Originally posted by Gage:
Unfortunately this is not in the focus of KSE. There is a modder out there who has a ship set inluding organic ships who can expand the set in the way like Kurogane is expanded by KSE.
could i get a mod link?, i've searched for a while and i havent found one that is expanded on by a external mod (like kurogane using KSE)
Hello, is it normal that KSE weapons are not appearing to NSC3 ship classes? It only shows vanilla weapons to me. But the weapons are perfectly fine for vanilla ship classes and expanded sections.
Gage  [developer] 26 Feb @ 10:01am 
@Ladies_Last0

Yes it is. This is due to compatibility reasons.
Noticing the AI really, REALLY likes transports to the exclusion of all else still. I did some test games running just Kurogane and Kurogane Extended with UI Overhaul as is required at minimum. This is also running all DLCs on Grand Admiral.

Noticing Empires with Bioships will build ships right from the get-go.

Empires that are not however, do not build new corvettes and instead will mass build transports. These are normal transports though, and not the Kurogane ATT as one expects.

Disabling Kurogane Expanded will see this behavior stop, with all AI Empires building corvettes to start with, and then making some transports later.

In these tests I did spawn in an empire using the shipset, then swapped to observe mode. Not sure why, but it seems even if the AI cannot build the ATT class, it still seems to think transports are an effective combat ship, and seem to just spam build them up to a point then stop. But the main issue is they won't build any other ships at all.

I noticed this in my more heavily modded games, when noticing even Devouring Swarms just don't have any combat ships either.

Not sure if this just a weird interaction with every DLC out there though.
Gage  [developer] 12 Jul @ 6:03am 
@xkuripuri

Hmmm.... I did a full playthrough and several observer games but could not see this behavior. Otherwise I would not have pushed the update.

The AI fleet composition looks typical. Spamming corvettes and cruisers plus battleships. So nothing out of the “ordinary”.

What is true that some empires, especially FEs, start with a bunch of transports but this is beyond my control. The so called “AI” is a bad joke anyway since PDX integrated parts of the AI mods. One issue PDX was not able to solve since the game version 1.0.

I did not buy the last nor the "Weather Channel"- or the "Tamagotchi"- DLC and can't tell if one of those is the cause of the strange behavior you saw.
Gage  [developer] 12 Jul @ 8:10am 
I thought about it and have an idea. It might be an issue cause by the new:


Quote PDX:

ai_ship_data = {

#For determining how many ships the AI wants. Ships it can't recruit (i.e. missing tech prereqs or fails potential_country or possible_country) are pre-filtered out.

End quote.

According to the above neither KGE nor KSE should affect the AI as they are filtered out.
Last edited by Gage; 12 Jul @ 8:32am
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